
I'm a fan of strategic-level World War II games, and I've played any number, starting with the old World War II from SPI.
Like Strategic Command: European Theater, Commander - Europe at War uses a hex map, is turn-based, and is limited to the European theater. In general, I tend to think that hex-based wargames are humorous--we adopted hexes for boardgames because they provide a better tessellation of territory than a square grid, but computers are quite capable of calculating true distances trivially, so to my mind, the use of hexes in digital games has always been a technologically unnecessary homage to an earlier non-digital style. (Of course, one might say the same of provinces.)
But never mind. Commander has what I'd consider the right level of detail. What do I mean by that? Well, in say, Gary Grigsby's World at War, there are only two French provinces facing the German frontier, and any successful 1940 attack on the French goes through the Low Countries, meaning that there's no apparent distinction between the Schlieffen Plan and an attack through the Ardennes; in Commander, there are enough hexes that you can see the difference between an attack through the Ardennes forest and one via the Belgian coastal plain. On the other side of the equation, some games, like Hearts of Iron II are so fine-grained that you feel like you're micromanaging your forces, and playing the whole war takes forever; Commander is sufficiently granular that you don't feel tied up in slow, petty little force deployments. It's a happy median.




















